http://forum.halomaps.org/index.cfm?...&topicID=17733
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ok... nice but... i have to point this out... otherwise... its just going to eat away inside...
wouldn't something like this make community member's rather... lazy?
but still good idea. but... still... :S can't help but think...
Thanks for the credit. >.>
This is incredibly useful when there are certain errors that are just too hard to fix, that are also small, but Tool doesn't allow you to compile the map in anyway.
But for designing, this is only useful on debugging maps. It's going to make mappers lazy, and have open edges and errors everywhere. Not like maps are constantly developed much anymore anyways.
Wait, what? You cant seal your level or delete backfacing polygons?
Those are easy. There are random errors that I've gotten, such as Vertex point errors that cannot be fixed without a complete overhaul of the map for some reason, Bad UV errors where there is a section of the map that has a messed up UV which stops the game from compiling lightmaps, and is almost impossible to find without redoing the UV mapping of the entire map, and others.
I'm not sure how the game engine will handle them being compiled, though.
Sunny, when you get the bad UVs error, check the debug.wrl and that will show you where the bad face is.
i dont see the point of this, if you cant make a proper model that compiles without errors, then you need to get a fucking new hobby, and not turn to crap like this.
this is just opening the doors to more retarded shitmaps.
it's called instance geometry. It's a differen't engine, it interprets the instance geometry differently than the main bsp, its not really comparable to this situation. Anyway, how do the maps run ingame using this tool? Does halo ce exception, or do you fall through the map?
I just tried it....didn't work. It still gave me "couldn't update edge" errors. This tool is a joke...doesn't even work correctly.
... i think patrick was part of the development of this tool and he was completly left out...
as for the first reply... i stand by what i said. it will make lazy mappers. espescially new mappers.
Awesome.
Wow. Does work with open edges, just tried. Nice job.
How about getting the "couldn't update edge" errors fixed instead of messing with dedicated server stuff :(?
lol pwned...
had 2 say it. but yeah... way O.T. E3pO...
Am I the only one that finds that the GUI pierces my eyes?
Tool is a bitch for a reason, all these errors add up and clog the game up, eventually it will slow the game down.
Not bad for an app though. Does it actually fix the errors, or just bypass them?
like i said before... it will make lazy mappers... >_>
Server is up!!
Name: MAX PLAYERS RAISED TO 500! JOIN! EVEN WHEN FULL! E3pO RULES#@$
Map: Coldsnap
Direct IP: ts.wmclan.net
Uhh, you're about four years too late. We tried this. It becomes extremely laggy on the 16th player and crashes before the 17th can join. It's nothing to do with the server, but the hard code in the game itself.
That and this one doesnt work :|
We had 19 players in there. I wonder why this is so pathetically easy to do.
Just MOV 90 everywhere...
you'd have better luck playing a lan game with over 16 people in it....
Gotta agree with sunny, this would be useful for debugging maps, and for those of us who can actually map correctly, it's not a bad thing to have if you just want get something in game so test certain things before fixing possible open edge errors. Have yet to try it seeing as how i haven't made a map for ce in like a year but may try it in the future.
Thats exactly what I've been thinking. If you need to test something ingame real quick but don't want to spend the time fixing any errors, this is perfect. just don't let any noobs get a hold of it so they can release more half ass maps without fixing the errors. I say just give it out to a few people who need it, and don't upload it to halomaps or anything.
Offtopic rlly fast.
WHy are so many ppl banned?
And I really dont mind the program.
XD here comes the 5-minute maps for download. anyway good program. bad idea to make it public.
More than 16 players isn't possible without recompiling the game's source with the max count changes, I don't know how many times I've had to reiterate this...
hey kornman just let them have there dream... half the people here seem to think they know everything anyway... i mean... >_> i had 1 noob tell me that begin in an if statement was pointles when i had more than 1 action... (low post count + 3 years experience = noobs going zomg thats a wast of time... oh... crap... your right...) lol
this thread should be kept on topic or else closed...
i recon if they got real netcode programmers in for halo 3 on pc. they might be able to bump up the max players limit to the 50-60's like other games. it would make for better online multiplayer experiences with some of the bigass maps they have.
It isn't due to the lack of "real" network programmers. Halo 3's networking was done brilliantly considering the facts of what it has to accomplish. This Halo wasn't meant for 50-60 players. I can see 24 players working OK on a few maps, but the game has been battle tested for 8 years with 16 players; don't fix it if it ain't borked [sic].
... now all we need is for a fool to start messing with halo ce's files and hex edit some stuff to try and force the limit up handing it out to everyone causing mass mayhem... but i don't think anyone but you have that ability or skill.
meh...
Then you get a C&D letter from Microsoft/Bungie and/or you get sued.
... i said "now all we need is for a fool to start"...
kornman00 isn't a fool. he's cool.
difference